As we have just released the first wave of Sally 4th Terra-Block Shopping Mall terrain, we could not resist a break from our Perilous Island campaign for a bit of Zombie Fest action down at the Mall.
My friend Nick joined Lewis and I on Sunday afternoon to check out how Pulp Alley handled the Zombie Apocalypse.
We used the standard Smash & Grab scenario with 5 plot points. The major plot point was a vending machine containing the last packet of Prawn Cocktail Crisps left in the City. Secondary plot points were 2 injured survivors, another vending machine and a crate containing generator spares. The zombies were D6 all attributes but needed 2 hits (a head shot) to put them down. They had the Reanimated ability and shuffled 6" towards the nearest character they could see, or rushed if within range. At the start of the game we each drew a fortune card and placed 'X' number of Zombies on the board, on future turns each player also placed the 'X' value of the Fortune Card they had drawn but they had to be placed within 6" of an opening or doorway and not within 6" of a character. As a pre-scenario event, low visibility was drawn so the lights were out in the Mall, reducing visibility to 12". Enclosed rooms were declared as perilous areas, as who knows what's lurking behind the door!
My league was led by Echo, who knew the way to the promised land. She's the little girl with a big handgun and a red ribbon in her hair, multiple personalities and combat muscle memory loaded via a 'wedge' into a host body. She'll return the body when she's got her friends to safety. Her initial plan to split the league to search twice as fast was thrawted by this room becoming a zombie filled bottleneck. Her Ally Jane Reaves is temporarily 'down' but does recover and make it out.
Nick's league, led by Samson (a quick shooting, lucky devil) decides to head for the main entrance. Aunt Beth leads the way, chainsaw at the ready, while Agent Florence prepares to give covering fire.
Lewis' league is led by another chainsaw wielding maniac, Miss Valkerie. The chainsaw makes her 'intimidating' and as you can see she is also fairly 'rugged'. They head straight for the packing crate of generator spares and try to figure out how to disarm a booby trap placed on it. Melany (the sidekick with the sports bow) has made a good start on disarming it when the are disturbed by approaching 'zeds'
Meanwhile at the front entrance Samson heads over to a survivor to adminster some first aid, while his Ally James Martin (the one with the multi-coloured hat) protects his back.
The Valkerie leagues progress with the packing case is severely disrupted by an influx of Zeds. Miss Valkerie blocks them off and the cuts them down to size with her chainsaw, while Melany takes out those approaching from the front. Unfortunately Daphne is not so lucky and goes down and out.
During a lull in zombie activity, Echo's sidekick Rex Trotsky legs it to the vending machine and cunningly prises it open to pocket the major plot point. This signals a change of tactics from the other leagues who turn their attention to gunning down Rex and the rest of his buddies rather than retrieving minor plot points. Human nature at it's worse, as if we all did not have enough problems with the zombies!
Rex takes cover in the photo booth to consider his options and wait for a magazine change before making a run for freedom, while Juliet (another of Echo's sidekicks) double taps Aunt Beth before she can interfere with her chainsaw.
Samson on the other hand is now concerned for his own safety and decides it best to open a door to block the line of sight of a shambling zombie hoard.
The central area of the Mall becomes a killing zone as hot lead bounces around during the final throws off the game.
Echo’s league finishes the game cornered, but in possession of the major plot point and Samson’s league rescued an injured survivor to give them a secondary plot point.
Once again, Pulp Alley has proved it's versatility, providing a fun afternoons gaming in an alternative genre, filled with the usual Pulp Alley tension and excitement right down to the last roll of the dice.
The miniatures used for the game were all re-based onto Sally 4th clear Terra-Bases so that they would match in with the indoor setting. Click here for further information on clear bases.
The terrain used was from the Terra-Block range. Click here for further details on Terra-Block terrain.